You're welcome. Maintaining several frameworks and engines is time consuming. I think that most of the biggest efforts have already been done. Using other canvases as examples could help you but honestly, JogAmp's Ardor3D Continuation has a "better" design which helps me to add some support for a new GUI framework very quickly (which is what I'll do for OpenJFX/JavaFX when the next JOGL version is released and available on Maven Central).
I'm sure that it would be faster, that's the main interest of avoiding to use a SwingNode. I advise you to give a try to NewtCanvasJFX with plain JOGL and you'll see the difference.
Some changes in OpenJFX/JavaFX planned for its version 13 will help to interoperate with OpenGL: